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<blockquote data-quote="Voadam" data-source="post: 8927032" data-attributes="member: 2209"><p>5e D&D Iron Gods adventure path conversion. </p><p></p><p>The party enacted their assault on their enemies, the cannibalistic Smilers gang of hobgoblins and hedgehog people led by the hobgoblin Necrosurgeon Marrow who raises a number of ghouls and old Who robomen.</p><p></p><p>Thuggish Steelhawk gang allies assaulted Smiler territory on the surface drawing forces away from the leader's compound.</p><p></p><p>The rescued ratfolk rust monster wrangler led the party and a recently reconstituted ratfolk gang through rust monster burrowed tunnels under scrapwall so the gang can assault the compound from the inside while the party goes after Marrow, anticipating she will be in her room or the accompanying operating theatre. They were right finding her working on a dead hobgoblin on the slab with only two guards. Shatter from the bard hits all four, Marrow calls up ghasts buried in her grounds just in time for the cleric to pull out a successful turn undead, which gets all three plus the undead hobgoblin captain on the slab with medical instruments in his chest cavity.</p><p></p><p>The hexblade pulls out his unholy magic chainsaw for the first time after recovering it from the cold dead hands of the Orc Lord of Rust Kulgara and goes after Marrow directly. It is a great weapon, but necrotic damage is less than ideal against undead. (I am considering letting it be other than necrotic for Army of Darkness dedite fighting appropriateness in the future).</p><p></p><p>The party bard and artificer use two of their precious fragmentation grenades to great effect, catching most of the turned undead who were trapped against a locked surgical exit door as well as the living hobgoblins, leaving Marrow as the only living opponent in sight, although this breaks the turning on the undead.</p><p></p><p>Things go bad for Marrow until she pulls out a darkness effect she has used on the party before, which she and her ghouls can see through, and which enhances her bolts of darkness ranged attacks. The undead hobgoblin from the slab takes the offensive and starts going after the robot artificer.</p><p></p><p>The kobold bard tries to dispel the darkness, I say even though it is not a spell it is close enough for a roll, which fails on the fifty fifty shot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The hexblade gets ghast tagged and paralyzed in the darkness and can't call out to let anyone know he is in trouble. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The aasimar cleric then pulls out his daylight, which is not quite a match for dispelling this darkness, but thematically cool so I give him a roll like a dispel, which he fails with the same fifty fifty shot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But the party is resourceful and the bard's inspiration pushes it just over the edge to break the darkness and the party can move in to save the paralyzed hexblade.</p><p></p><p>More back and forth with Marrow fleeing into her storage chamber where she releases lobotomites to fight the invading ratfolk gangs and the party. These are people with the first Doctor Who robomen head gear which controls their 1 hp bodies as they call out for help while their bodies are being forced to attack the party. They die easily, but then the necrosurgical implants activate the next round and they rise up as full health zombies. The party figures out this dynamic as the living robomen beg for help and are unaffected by turning, but the risen ones just moan and are affected as undead.</p><p></p><p>Lots of failing forward, there is a series of six attacks in a row by the party that all miss. The necrosurgeon's call up ghast power recharges and she pulls in more ghast reinforcements from her grounds. The hexblade gets paralyzed again. The cleric gets tagged and misses his paralyzation save, but bardic inspiration turns that into success. Then the bard gets paralyzed. It looks bad but the cleric pulls out a key second turning then next round steps in to healing word the hexblade and space marine power fist punch out the ghast on the bard. The artificer specifically does not take any of the attacks of opportunity against the fleeing undead as they go past him.</p><p></p><p>The hexblade makes his paralyzation save and goes back to chainsaw massacreing and really gets his Ash versus a witch groove going. Fatality for Marrow which allows the hexblade's patron spirit to specter manifest and help out with the mop up. Success for the party!</p><p></p><p>Only the Lords of Rust gang with their demonic monster truck demigod patron left to deal with in Scrapwall.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8927032, member: 2209"] 5e D&D Iron Gods adventure path conversion. The party enacted their assault on their enemies, the cannibalistic Smilers gang of hobgoblins and hedgehog people led by the hobgoblin Necrosurgeon Marrow who raises a number of ghouls and old Who robomen. Thuggish Steelhawk gang allies assaulted Smiler territory on the surface drawing forces away from the leader's compound. The rescued ratfolk rust monster wrangler led the party and a recently reconstituted ratfolk gang through rust monster burrowed tunnels under scrapwall so the gang can assault the compound from the inside while the party goes after Marrow, anticipating she will be in her room or the accompanying operating theatre. They were right finding her working on a dead hobgoblin on the slab with only two guards. Shatter from the bard hits all four, Marrow calls up ghasts buried in her grounds just in time for the cleric to pull out a successful turn undead, which gets all three plus the undead hobgoblin captain on the slab with medical instruments in his chest cavity. The hexblade pulls out his unholy magic chainsaw for the first time after recovering it from the cold dead hands of the Orc Lord of Rust Kulgara and goes after Marrow directly. It is a great weapon, but necrotic damage is less than ideal against undead. (I am considering letting it be other than necrotic for Army of Darkness dedite fighting appropriateness in the future). The party bard and artificer use two of their precious fragmentation grenades to great effect, catching most of the turned undead who were trapped against a locked surgical exit door as well as the living hobgoblins, leaving Marrow as the only living opponent in sight, although this breaks the turning on the undead. Things go bad for Marrow until she pulls out a darkness effect she has used on the party before, which she and her ghouls can see through, and which enhances her bolts of darkness ranged attacks. The undead hobgoblin from the slab takes the offensive and starts going after the robot artificer. The kobold bard tries to dispel the darkness, I say even though it is not a spell it is close enough for a roll, which fails on the fifty fifty shot. :) The hexblade gets ghast tagged and paralyzed in the darkness and can't call out to let anyone know he is in trouble. :) The aasimar cleric then pulls out his daylight, which is not quite a match for dispelling this darkness, but thematically cool so I give him a roll like a dispel, which he fails with the same fifty fifty shot. :) But the party is resourceful and the bard's inspiration pushes it just over the edge to break the darkness and the party can move in to save the paralyzed hexblade. More back and forth with Marrow fleeing into her storage chamber where she releases lobotomites to fight the invading ratfolk gangs and the party. These are people with the first Doctor Who robomen head gear which controls their 1 hp bodies as they call out for help while their bodies are being forced to attack the party. They die easily, but then the necrosurgical implants activate the next round and they rise up as full health zombies. The party figures out this dynamic as the living robomen beg for help and are unaffected by turning, but the risen ones just moan and are affected as undead. Lots of failing forward, there is a series of six attacks in a row by the party that all miss. The necrosurgeon's call up ghast power recharges and she pulls in more ghast reinforcements from her grounds. The hexblade gets paralyzed again. The cleric gets tagged and misses his paralyzation save, but bardic inspiration turns that into success. Then the bard gets paralyzed. It looks bad but the cleric pulls out a key second turning then next round steps in to healing word the hexblade and space marine power fist punch out the ghast on the bard. The artificer specifically does not take any of the attacks of opportunity against the fleeing undead as they go past him. The hexblade makes his paralyzation save and goes back to chainsaw massacreing and really gets his Ash versus a witch groove going. Fatality for Marrow which allows the hexblade's patron spirit to specter manifest and help out with the mop up. Success for the party! Only the Lords of Rust gang with their demonic monster truck demigod patron left to deal with in Scrapwall. [/QUOTE]
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